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<a href="#nested-classes">Classes</a> &#124;
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<div class="title">UICamera Class Reference</div>  </div>
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<p>This script should be attached to each camera that's used to draw the objects with UI components on them. This may mean only one camera (main camera or your UI camera), or multiple cameras if you happen to have multiple viewports. Failing to attach this script simply means that objects drawn by this camera won't receive UI notifications:  
 <a href="class_u_i_camera.html#details">More...</a></p>
<div class="dynheader">
Inheritance diagram for UICamera:</div>
<div class="dyncontent">
 <div class="center">
  <img src="class_u_i_camera.png" usemap="#UICamera_map" alt=""/>
  <map id="UICamera_map" name="UICamera_map">
</map>
 </div></div>
<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="nested-classes"></a>
Classes</h2></td></tr>
<tr class="memitem:"><td class="memItemLeft" align="right" valign="top">class &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera_1_1_mouse_or_touch.html">MouseOrTouch</a></td></tr>
<tr class="memdesc:"><td class="mdescLeft">&#160;</td><td class="mdescRight">Ambiguous mouse, touch, or controller event.  <a href="class_u_i_camera_1_1_mouse_or_touch.html#details">More...</a><br /></td></tr>
<tr class="separator:"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-types"></a>
Public Types</h2></td></tr>
<tr class="memitem:a4e5eb0eddff9a963d74c66d97ee4fb4d"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a4e5eb0eddff9a963d74c66d97ee4fb4d">ControlScheme</a> { <a class="el" href="class_u_i_camera.html#a4e5eb0eddff9a963d74c66d97ee4fb4daf2a47c6809d88e175dade0ef7b16aa13">ControlScheme.Mouse</a>, 
<a class="el" href="class_u_i_camera.html#a4e5eb0eddff9a963d74c66d97ee4fb4daf0f31c9700c6b10d8a20dc487b2ae6a8">ControlScheme.Touch</a>, 
<a class="el" href="class_u_i_camera.html#a4e5eb0eddff9a963d74c66d97ee4fb4da9bbf373797bf7cf7ba62c80023682e25">ControlScheme.Controller</a>
 }</td></tr>
<tr class="separator:a4e5eb0eddff9a963d74c66d97ee4fb4d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ae74dc1c2fd6fdad27cf84c9896b1c3de"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#ae74dc1c2fd6fdad27cf84c9896b1c3de">ClickNotification</a> { <a class="el" href="class_u_i_camera.html#ae74dc1c2fd6fdad27cf84c9896b1c3dea6adf97f83acf6453d4a6a4b1070f3754">ClickNotification.None</a>, 
<a class="el" href="class_u_i_camera.html#ae74dc1c2fd6fdad27cf84c9896b1c3dea68eec46437c384d8dad18d5464ebc35c">ClickNotification.Always</a>, 
<a class="el" href="class_u_i_camera.html#ae74dc1c2fd6fdad27cf84c9896b1c3deab5b93717ec5256500560acc81bd504e9">ClickNotification.BasedOnDelta</a>
 }</td></tr>
<tr class="memdesc:ae74dc1c2fd6fdad27cf84c9896b1c3de"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether the touch event will be sending out the OnClick notification at the end.  <a href="class_u_i_camera.html#ae74dc1c2fd6fdad27cf84c9896b1c3de">More...</a><br /></td></tr>
<tr class="separator:ae74dc1c2fd6fdad27cf84c9896b1c3de"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5886f96759a1295d8d0bd72c816358ae"><td class="memItemLeft" align="right" valign="top">enum &#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a5886f96759a1295d8d0bd72c816358ae">EventType</a> : int { <a class="el" href="class_u_i_camera.html#a5886f96759a1295d8d0bd72c816358aea71fac4b3d65e0a59d39b140035cbb1a0">EventType.World_3D</a>, 
<a class="el" href="class_u_i_camera.html#a5886f96759a1295d8d0bd72c816358aeafdd63e055646ed281f26e29649a92653">EventType.UI_3D</a>, 
<a class="el" href="class_u_i_camera.html#a5886f96759a1295d8d0bd72c816358aea405082415f35e8ef988651c0308b38e3">EventType.World_2D</a>, 
<a class="el" href="class_u_i_camera.html#a5886f96759a1295d8d0bd72c816358aea8b95f4e79f5784cc6017a4cf29dfee0f">EventType.UI_2D</a>
 }</td></tr>
<tr class="memdesc:a5886f96759a1295d8d0bd72c816358ae"><td class="mdescLeft">&#160;</td><td class="mdescRight">Camera type controls how raycasts are handled by the <a class="el" href="class_u_i_camera.html" title="This script should be attached to each camera that&#39;s used to draw the objects with UI components on t...">UICamera</a>.  <a href="class_u_i_camera.html#a5886f96759a1295d8d0bd72c816358ae">More...</a><br /></td></tr>
<tr class="separator:a5886f96759a1295d8d0bd72c816358ae"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a9851cc857bd36ecacd1d54ff8830985e"><td class="memItemLeft" align="right" valign="top">delegate bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a9851cc857bd36ecacd1d54ff8830985e">GetKeyStateFunc</a> (KeyCode key)</td></tr>
<tr class="separator:a9851cc857bd36ecacd1d54ff8830985e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa4e98aec30a1918082d523fbcd1ac2a7"><td class="memItemLeft" align="right" valign="top">delegate float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#aa4e98aec30a1918082d523fbcd1ac2a7">GetAxisFunc</a> (string name)</td></tr>
<tr class="separator:aa4e98aec30a1918082d523fbcd1ac2a7"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9d55eabc7b4221328c9f1a80ce09873d"><td class="memItemLeft" align="right" valign="top">delegate void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a9d55eabc7b4221328c9f1a80ce09873d">OnScreenResize</a> ()</td></tr>
<tr class="separator:a9d55eabc7b4221328c9f1a80ce09873d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af9e1f6a9530c49ebc0e49738acfc6e78"><td class="memItemLeft" align="right" valign="top">delegate void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#af9e1f6a9530c49ebc0e49738acfc6e78">OnCustomInput</a> ()</td></tr>
<tr class="separator:af9e1f6a9530c49ebc0e49738acfc6e78"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a085f7380f1924c99495eb1845fef0e75"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a085f7380f1924c99495eb1845fef0e75">ProcessMouse</a> ()</td></tr>
<tr class="memdesc:a085f7380f1924c99495eb1845fef0e75"><td class="mdescLeft">&#160;</td><td class="mdescRight">Update mouse input.  <a href="#a085f7380f1924c99495eb1845fef0e75">More...</a><br /></td></tr>
<tr class="separator:a085f7380f1924c99495eb1845fef0e75"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac3b5cffe0af522586260efcc3ce83102"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#ac3b5cffe0af522586260efcc3ce83102">ProcessTouches</a> ()</td></tr>
<tr class="memdesc:ac3b5cffe0af522586260efcc3ce83102"><td class="mdescLeft">&#160;</td><td class="mdescRight">Update touch-based events.  <a href="#ac3b5cffe0af522586260efcc3ce83102">More...</a><br /></td></tr>
<tr class="separator:ac3b5cffe0af522586260efcc3ce83102"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a74853f777eef1db069cc948997a0e3cc"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a74853f777eef1db069cc948997a0e3cc">ProcessOthers</a> ()</td></tr>
<tr class="memdesc:a74853f777eef1db069cc948997a0e3cc"><td class="mdescLeft">&#160;</td><td class="mdescRight">Process keyboard and joystick events.  <a href="#a74853f777eef1db069cc948997a0e3cc">More...</a><br /></td></tr>
<tr class="separator:a74853f777eef1db069cc948997a0e3cc"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac7d117216b80e50fa23e6658112f5622"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#ac7d117216b80e50fa23e6658112f5622">ProcessTouch</a> (bool pressed, bool unpressed)</td></tr>
<tr class="memdesc:ac7d117216b80e50fa23e6658112f5622"><td class="mdescLeft">&#160;</td><td class="mdescRight">Process the events of the specified touch.  <a href="#ac7d117216b80e50fa23e6658112f5622">More...</a><br /></td></tr>
<tr class="separator:ac7d117216b80e50fa23e6658112f5622"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:abd9a666394e7111d2efacb260f1f120e"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#abd9a666394e7111d2efacb260f1f120e">ShowTooltip</a> (bool val)</td></tr>
<tr class="memdesc:abd9a666394e7111d2efacb260f1f120e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Show or hide the tooltip.  <a href="#abd9a666394e7111d2efacb260f1f120e">More...</a><br /></td></tr>
<tr class="separator:abd9a666394e7111d2efacb260f1f120e"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-static-methods"></a>
Static Public Member Functions</h2></td></tr>
<tr class="memitem:afca81cce73e0d8d4d3ad982d4668e2d1"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#afca81cce73e0d8d4d3ad982d4668e2d1">IsPressed</a> (GameObject go)</td></tr>
<tr class="memdesc:afca81cce73e0d8d4d3ad982d4668e2d1"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns 'true' if any of the active touch, mouse or controller is currently holding the specified object.  <a href="#afca81cce73e0d8d4d3ad982d4668e2d1">More...</a><br /></td></tr>
<tr class="separator:afca81cce73e0d8d4d3ad982d4668e2d1"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad45b33561ee71123815d5c8a892a3566"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#ad45b33561ee71123815d5c8a892a3566">Raycast</a> (Vector3 inPos)</td></tr>
<tr class="memdesc:ad45b33561ee71123815d5c8a892a3566"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the object under the specified position.  <a href="#ad45b33561ee71123815d5c8a892a3566">More...</a><br /></td></tr>
<tr class="separator:ad45b33561ee71123815d5c8a892a3566"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a93b66f626686c043cf404c9a83728913"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a93b66f626686c043cf404c9a83728913">IsHighlighted</a> (GameObject go)</td></tr>
<tr class="memdesc:a93b66f626686c043cf404c9a83728913"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether the specified object should be highlighted.  <a href="#a93b66f626686c043cf404c9a83728913">More...</a><br /></td></tr>
<tr class="separator:a93b66f626686c043cf404c9a83728913"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad14fd0b6f88c7a7ca0560bf68aa82525"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_u_i_camera.html">UICamera</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#ad14fd0b6f88c7a7ca0560bf68aa82525">FindCameraForLayer</a> (int layer)</td></tr>
<tr class="memdesc:ad14fd0b6f88c7a7ca0560bf68aa82525"><td class="mdescLeft">&#160;</td><td class="mdescRight">Find the camera responsible for handling events on objects of the specified layer.  <a href="#ad14fd0b6f88c7a7ca0560bf68aa82525">More...</a><br /></td></tr>
<tr class="separator:ad14fd0b6f88c7a7ca0560bf68aa82525"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a28c111ee7bd4b79a6fcffcafc39e720b"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a28c111ee7bd4b79a6fcffcafc39e720b">Notify</a> (GameObject go, string funcName, object obj)</td></tr>
<tr class="memdesc:a28c111ee7bd4b79a6fcffcafc39e720b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Generic notification function. Used in place of SendMessage to shorten the code and allow for more than one receiver.  <a href="#a28c111ee7bd4b79a6fcffcafc39e720b">More...</a><br /></td></tr>
<tr class="separator:a28c111ee7bd4b79a6fcffcafc39e720b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3841d269a5eb74e91e1ff36c05539b33"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_u_i_camera_1_1_mouse_or_touch.html">MouseOrTouch</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a3841d269a5eb74e91e1ff36c05539b33">GetMouse</a> (int button)</td></tr>
<tr class="memdesc:a3841d269a5eb74e91e1ff36c05539b33"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get the details of the specified mouse button.  <a href="#a3841d269a5eb74e91e1ff36c05539b33">More...</a><br /></td></tr>
<tr class="separator:a3841d269a5eb74e91e1ff36c05539b33"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8eb4acc03f16295193c6edfd1288d289"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_u_i_camera_1_1_mouse_or_touch.html">MouseOrTouch</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a8eb4acc03f16295193c6edfd1288d289">GetTouch</a> (int id)</td></tr>
<tr class="memdesc:a8eb4acc03f16295193c6edfd1288d289"><td class="mdescLeft">&#160;</td><td class="mdescRight">Get or create a touch event.  <a href="#a8eb4acc03f16295193c6edfd1288d289">More...</a><br /></td></tr>
<tr class="separator:a8eb4acc03f16295193c6edfd1288d289"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a56ebeed763866bf10825fce503383d4a"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a56ebeed763866bf10825fce503383d4a">RemoveTouch</a> (int id)</td></tr>
<tr class="memdesc:a56ebeed763866bf10825fce503383d4a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Remove a touch event from the list.  <a href="#a56ebeed763866bf10825fce503383d4a">More...</a><br /></td></tr>
<tr class="separator:a56ebeed763866bf10825fce503383d4a"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-attribs"></a>
Public Attributes</h2></td></tr>
<tr class="memitem:a8c6f5a2ea1255c74ba8201663305a2b9"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_u_i_camera.html#a5886f96759a1295d8d0bd72c816358ae">EventType</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a8c6f5a2ea1255c74ba8201663305a2b9">eventType</a> = EventType.UI_3D</td></tr>
<tr class="memdesc:a8c6f5a2ea1255c74ba8201663305a2b9"><td class="mdescLeft">&#160;</td><td class="mdescRight">Event type &ndash; use "UI" for your user interfaces, and "World" for your game camera. This setting changes how raycasts are handled. Raycasts have to be more complicated for UI cameras.  <a href="#a8c6f5a2ea1255c74ba8201663305a2b9">More...</a><br /></td></tr>
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<tr class="memitem:ad10a4cbcbd70f2520871cef9abc44a4a"><td class="memItemLeft" align="right" valign="top">LayerMask&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#ad10a4cbcbd70f2520871cef9abc44a4a">eventReceiverMask</a> = -1</td></tr>
<tr class="memdesc:ad10a4cbcbd70f2520871cef9abc44a4a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Which layers will receive events.  <a href="#ad10a4cbcbd70f2520871cef9abc44a4a">More...</a><br /></td></tr>
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<tr class="memitem:a830430c892ea9c7b5e09a9b2a0fe1b74"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a830430c892ea9c7b5e09a9b2a0fe1b74">debug</a> = false</td></tr>
<tr class="memdesc:a830430c892ea9c7b5e09a9b2a0fe1b74"><td class="mdescLeft">&#160;</td><td class="mdescRight">If 'true', currently hovered object will be shown in the top left corner.  <a href="#a830430c892ea9c7b5e09a9b2a0fe1b74">More...</a><br /></td></tr>
<tr class="separator:a830430c892ea9c7b5e09a9b2a0fe1b74"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:adf6b7fac9b260a5fbd6896399032de5b"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#adf6b7fac9b260a5fbd6896399032de5b">useMouse</a> = true</td></tr>
<tr class="memdesc:adf6b7fac9b260a5fbd6896399032de5b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether the mouse input is used.  <a href="#adf6b7fac9b260a5fbd6896399032de5b">More...</a><br /></td></tr>
<tr class="separator:adf6b7fac9b260a5fbd6896399032de5b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6a069dcb93f4d85385598bab969e669a"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a6a069dcb93f4d85385598bab969e669a">useTouch</a> = true</td></tr>
<tr class="memdesc:a6a069dcb93f4d85385598bab969e669a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether the touch-based input is used.  <a href="#a6a069dcb93f4d85385598bab969e669a">More...</a><br /></td></tr>
<tr class="separator:a6a069dcb93f4d85385598bab969e669a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:adfd2182e51c8c84a5da6ede1b6b16041"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#adfd2182e51c8c84a5da6ede1b6b16041">allowMultiTouch</a> = true</td></tr>
<tr class="memdesc:adfd2182e51c8c84a5da6ede1b6b16041"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether multi-touch is allowed.  <a href="#adfd2182e51c8c84a5da6ede1b6b16041">More...</a><br /></td></tr>
<tr class="separator:adfd2182e51c8c84a5da6ede1b6b16041"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a1f0456e5ef29c997ea8df5e03546a2f6"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a1f0456e5ef29c997ea8df5e03546a2f6">useKeyboard</a> = true</td></tr>
<tr class="memdesc:a1f0456e5ef29c997ea8df5e03546a2f6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether the keyboard events will be processed.  <a href="#a1f0456e5ef29c997ea8df5e03546a2f6">More...</a><br /></td></tr>
<tr class="separator:a1f0456e5ef29c997ea8df5e03546a2f6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a6204d6bd57dd719964b8360f5dde3ae4"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a6204d6bd57dd719964b8360f5dde3ae4">useController</a> = true</td></tr>
<tr class="memdesc:a6204d6bd57dd719964b8360f5dde3ae4"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether the joystick and controller events will be processed.  <a href="#a6204d6bd57dd719964b8360f5dde3ae4">More...</a><br /></td></tr>
<tr class="separator:a6204d6bd57dd719964b8360f5dde3ae4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a13cfe9415bf213b671e741bcfcf30012"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a13cfe9415bf213b671e741bcfcf30012">stickyTooltip</a> = true</td></tr>
<tr class="memdesc:a13cfe9415bf213b671e741bcfcf30012"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether the tooltip will disappear as soon as the mouse moves (false) or only if the mouse moves outside of the widget's area (true).  <a href="#a13cfe9415bf213b671e741bcfcf30012">More...</a><br /></td></tr>
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<tr class="memitem:a8cc400fbb26bce6eba53689eb2b0c692"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a8cc400fbb26bce6eba53689eb2b0c692">tooltipDelay</a> = 1f</td></tr>
<tr class="memdesc:a8cc400fbb26bce6eba53689eb2b0c692"><td class="mdescLeft">&#160;</td><td class="mdescRight">How long of a delay to expect before showing the tooltip.  <a href="#a8cc400fbb26bce6eba53689eb2b0c692">More...</a><br /></td></tr>
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<tr class="memitem:a8c952caf66216e4a2fb3895c760246b4"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a8c952caf66216e4a2fb3895c760246b4">mouseDragThreshold</a> = 4f</td></tr>
<tr class="memdesc:a8c952caf66216e4a2fb3895c760246b4"><td class="mdescLeft">&#160;</td><td class="mdescRight">How much the mouse has to be moved after pressing a button before it starts to send out drag events.  <a href="#a8c952caf66216e4a2fb3895c760246b4">More...</a><br /></td></tr>
<tr class="separator:a8c952caf66216e4a2fb3895c760246b4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8d7c3571887325dcdd873513610e3f6f"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a8d7c3571887325dcdd873513610e3f6f">mouseClickThreshold</a> = 10f</td></tr>
<tr class="memdesc:a8d7c3571887325dcdd873513610e3f6f"><td class="mdescLeft">&#160;</td><td class="mdescRight">How far the mouse is allowed to move in pixels before it's no longer considered for click events, if the click notification is based on delta.  <a href="#a8d7c3571887325dcdd873513610e3f6f">More...</a><br /></td></tr>
<tr class="separator:a8d7c3571887325dcdd873513610e3f6f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a93f77cb96bbef2be2eadc774db18d12e"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a93f77cb96bbef2be2eadc774db18d12e">touchDragThreshold</a> = 40f</td></tr>
<tr class="memdesc:a93f77cb96bbef2be2eadc774db18d12e"><td class="mdescLeft">&#160;</td><td class="mdescRight">How much the mouse has to be moved after pressing a button before it starts to send out drag events.  <a href="#a93f77cb96bbef2be2eadc774db18d12e">More...</a><br /></td></tr>
<tr class="separator:a93f77cb96bbef2be2eadc774db18d12e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a582dfe30c14651db20c5c60ab2328ae5"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a582dfe30c14651db20c5c60ab2328ae5">touchClickThreshold</a> = 40f</td></tr>
<tr class="memdesc:a582dfe30c14651db20c5c60ab2328ae5"><td class="mdescLeft">&#160;</td><td class="mdescRight">How far the touch is allowed to move in pixels before it's no longer considered for click events, if the click notification is based on delta.  <a href="#a582dfe30c14651db20c5c60ab2328ae5">More...</a><br /></td></tr>
<tr class="separator:a582dfe30c14651db20c5c60ab2328ae5"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a43b61d474b7bf64397a0dde3b48bf538"><td class="memItemLeft" align="right" valign="top">float&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a43b61d474b7bf64397a0dde3b48bf538">rangeDistance</a> = -1f</td></tr>
<tr class="memdesc:a43b61d474b7bf64397a0dde3b48bf538"><td class="mdescLeft">&#160;</td><td class="mdescRight">Raycast range distance. By default it's as far as the camera can see.  <a href="#a43b61d474b7bf64397a0dde3b48bf538">More...</a><br /></td></tr>
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<tr class="memitem:a9a67421efe632a5dc14804c517579a7a"><td class="memItemLeft" align="right" valign="top">string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a9a67421efe632a5dc14804c517579a7a">scrollAxisName</a> = &quot;Mouse ScrollWheel&quot;</td></tr>
<tr class="memdesc:a9a67421efe632a5dc14804c517579a7a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Name of the axis used for scrolling.  <a href="#a9a67421efe632a5dc14804c517579a7a">More...</a><br /></td></tr>
<tr class="separator:a9a67421efe632a5dc14804c517579a7a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5ecf6a4c0948777bda562d9c8629b052"><td class="memItemLeft" align="right" valign="top">string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a5ecf6a4c0948777bda562d9c8629b052">verticalAxisName</a> = &quot;Vertical&quot;</td></tr>
<tr class="memdesc:a5ecf6a4c0948777bda562d9c8629b052"><td class="mdescLeft">&#160;</td><td class="mdescRight">Name of the axis used to send up and down key events.  <a href="#a5ecf6a4c0948777bda562d9c8629b052">More...</a><br /></td></tr>
<tr class="separator:a5ecf6a4c0948777bda562d9c8629b052"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ac18ef6e9e6834d224cd2c5bdddb368fe"><td class="memItemLeft" align="right" valign="top">string&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#ac18ef6e9e6834d224cd2c5bdddb368fe">horizontalAxisName</a> = &quot;Horizontal&quot;</td></tr>
<tr class="memdesc:ac18ef6e9e6834d224cd2c5bdddb368fe"><td class="mdescLeft">&#160;</td><td class="mdescRight">Name of the axis used to send left and right key events.  <a href="#ac18ef6e9e6834d224cd2c5bdddb368fe">More...</a><br /></td></tr>
<tr class="separator:ac18ef6e9e6834d224cd2c5bdddb368fe"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aab722097b3ec17dbf119a171bf4ade8e"><td class="memItemLeft" align="right" valign="top">KeyCode&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#aab722097b3ec17dbf119a171bf4ade8e">submitKey0</a> = KeyCode.Return</td></tr>
<tr class="memdesc:aab722097b3ec17dbf119a171bf4ade8e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Various keys used by the camera.  <a href="#aab722097b3ec17dbf119a171bf4ade8e">More...</a><br /></td></tr>
<tr class="separator:aab722097b3ec17dbf119a171bf4ade8e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a60b02eacd28ec79aba8bc0281b34a2ca"><td class="memItemLeft" align="right" valign="top">KeyCode&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a60b02eacd28ec79aba8bc0281b34a2ca">submitKey1</a> = KeyCode.JoystickButton0</td></tr>
<tr class="separator:a60b02eacd28ec79aba8bc0281b34a2ca"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7a7986707eac4af8ed0450bc8b6f49bd"><td class="memItemLeft" align="right" valign="top">KeyCode&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a7a7986707eac4af8ed0450bc8b6f49bd">cancelKey0</a> = KeyCode.Escape</td></tr>
<tr class="separator:a7a7986707eac4af8ed0450bc8b6f49bd"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a73ca3bf6d717f3b85afabe3b611ab372"><td class="memItemLeft" align="right" valign="top">KeyCode&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a73ca3bf6d717f3b85afabe3b611ab372">cancelKey1</a> = KeyCode.JoystickButton1</td></tr>
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</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pub-static-attribs"></a>
Static Public Attributes</h2></td></tr>
<tr class="memitem:a0ed1a4afe303561e3a17f98dc97241f0"><td class="memItemLeft" align="right" valign="top">static BetterList&lt; <a class="el" href="class_u_i_camera.html">UICamera</a> &gt;&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a0ed1a4afe303561e3a17f98dc97241f0">list</a> = new BetterList&lt;<a class="el" href="class_u_i_camera.html">UICamera</a>&gt;()</td></tr>
<tr class="memdesc:a0ed1a4afe303561e3a17f98dc97241f0"><td class="mdescLeft">&#160;</td><td class="mdescRight">List of all active cameras in the scene.  <a href="#a0ed1a4afe303561e3a17f98dc97241f0">More...</a><br /></td></tr>
<tr class="separator:a0ed1a4afe303561e3a17f98dc97241f0"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa22d2c2b7253302865f4253e39fa3b06"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_u_i_camera.html#a9851cc857bd36ecacd1d54ff8830985e">GetKeyStateFunc</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#aa22d2c2b7253302865f4253e39fa3b06">GetKeyDown</a> = Input.GetKeyDown</td></tr>
<tr class="memdesc:aa22d2c2b7253302865f4253e39fa3b06"><td class="mdescLeft">&#160;</td><td class="mdescRight">GetKeyDown function &ndash; return whether the specified key was pressed this Update().  <a href="#aa22d2c2b7253302865f4253e39fa3b06">More...</a><br /></td></tr>
<tr class="separator:aa22d2c2b7253302865f4253e39fa3b06"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8acf6589480be8983c29730e81e01bc8"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_u_i_camera.html#a9851cc857bd36ecacd1d54ff8830985e">GetKeyStateFunc</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a8acf6589480be8983c29730e81e01bc8">GetKeyUp</a> = Input.GetKeyUp</td></tr>
<tr class="memdesc:a8acf6589480be8983c29730e81e01bc8"><td class="mdescLeft">&#160;</td><td class="mdescRight">GetKeyDown function &ndash; return whether the specified key was released this Update().  <a href="#a8acf6589480be8983c29730e81e01bc8">More...</a><br /></td></tr>
<tr class="separator:a8acf6589480be8983c29730e81e01bc8"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9229a0fb4bb2283776a7edd444df9d1b"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_u_i_camera.html#a9851cc857bd36ecacd1d54ff8830985e">GetKeyStateFunc</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a9229a0fb4bb2283776a7edd444df9d1b">GetKey</a> = Input.GetKey</td></tr>
<tr class="memdesc:a9229a0fb4bb2283776a7edd444df9d1b"><td class="mdescLeft">&#160;</td><td class="mdescRight">GetKey function &ndash; return whether the specified key is currently held.  <a href="#a9229a0fb4bb2283776a7edd444df9d1b">More...</a><br /></td></tr>
<tr class="separator:a9229a0fb4bb2283776a7edd444df9d1b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aacea22e22cc7acc90e6425dce02fba66"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_u_i_camera.html#aa4e98aec30a1918082d523fbcd1ac2a7">GetAxisFunc</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#aacea22e22cc7acc90e6425dce02fba66">GetAxis</a> = Input.GetAxis</td></tr>
<tr class="memdesc:aacea22e22cc7acc90e6425dce02fba66"><td class="mdescLeft">&#160;</td><td class="mdescRight">GetAxis function &ndash; return the state of the specified axis.  <a href="#aacea22e22cc7acc90e6425dce02fba66">More...</a><br /></td></tr>
<tr class="separator:aacea22e22cc7acc90e6425dce02fba66"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a5a991daa7f05052251ad89172290cfed"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_u_i_camera.html#a9d55eabc7b4221328c9f1a80ce09873d">OnScreenResize</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a5a991daa7f05052251ad89172290cfed">onScreenResize</a></td></tr>
<tr class="memdesc:a5a991daa7f05052251ad89172290cfed"><td class="mdescLeft">&#160;</td><td class="mdescRight">Delegate triggered when the screen size changes for any reason. Subscribe to it if you don't want to compare Screen.width and Screen.height each frame.  <a href="#a5a991daa7f05052251ad89172290cfed">More...</a><br /></td></tr>
<tr class="separator:a5a991daa7f05052251ad89172290cfed"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a488a67f5485957579b8be42caaa1d1ca"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_u_i_camera.html#af9e1f6a9530c49ebc0e49738acfc6e78">OnCustomInput</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a488a67f5485957579b8be42caaa1d1ca">onCustomInput</a></td></tr>
<tr class="memdesc:a488a67f5485957579b8be42caaa1d1ca"><td class="mdescLeft">&#160;</td><td class="mdescRight">Custom input processing logic, if desired. For example: WP7 touches. Use <a class="el" href="class_u_i_camera.html#a4e0997ac051bd5012d25e43d64cd591c" title="UICamera that sent out the event. ">UICamera.current</a> to get the current camera.  <a href="#a488a67f5485957579b8be42caaa1d1ca">More...</a><br /></td></tr>
<tr class="separator:a488a67f5485957579b8be42caaa1d1ca"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:afd90ec899055b73a532d8ff39df6f293"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#afd90ec899055b73a532d8ff39df6f293">showTooltips</a> = true</td></tr>
<tr class="memdesc:afd90ec899055b73a532d8ff39df6f293"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether tooltips will be shown or not.  <a href="#afd90ec899055b73a532d8ff39df6f293">More...</a><br /></td></tr>
<tr class="separator:afd90ec899055b73a532d8ff39df6f293"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a671393febe2d9a4e0b4eb392154144c3"><td class="memItemLeft" align="right" valign="top">static Vector2&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a671393febe2d9a4e0b4eb392154144c3">lastTouchPosition</a> = Vector2.zero</td></tr>
<tr class="memdesc:a671393febe2d9a4e0b4eb392154144c3"><td class="mdescLeft">&#160;</td><td class="mdescRight">Position of the last touch (or mouse) event.  <a href="#a671393febe2d9a4e0b4eb392154144c3">More...</a><br /></td></tr>
<tr class="separator:a671393febe2d9a4e0b4eb392154144c3"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2e59dfe2dd336aef490cb70163c5e821"><td class="memItemLeft" align="right" valign="top">static Vector3&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a2e59dfe2dd336aef490cb70163c5e821">lastWorldPosition</a> = Vector3.zero</td></tr>
<tr class="memdesc:a2e59dfe2dd336aef490cb70163c5e821"><td class="mdescLeft">&#160;</td><td class="mdescRight">Position of the last touch (or mouse) event in the world.  <a href="#a2e59dfe2dd336aef490cb70163c5e821">More...</a><br /></td></tr>
<tr class="separator:a2e59dfe2dd336aef490cb70163c5e821"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a95028b411b80c9afb016568f7a6f9f60"><td class="memItemLeft" align="right" valign="top">static RaycastHit&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a95028b411b80c9afb016568f7a6f9f60">lastHit</a></td></tr>
<tr class="memdesc:a95028b411b80c9afb016568f7a6f9f60"><td class="mdescLeft">&#160;</td><td class="mdescRight">Last raycast hit prior to sending out the event. This is useful if you want detailed information about what was actually hit in your OnClick, OnHover, and other event functions. Note that this is not going to be valid if you're using 2D colliders.  <a href="#a95028b411b80c9afb016568f7a6f9f60">More...</a><br /></td></tr>
<tr class="separator:a95028b411b80c9afb016568f7a6f9f60"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4e0997ac051bd5012d25e43d64cd591c"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_u_i_camera.html">UICamera</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a4e0997ac051bd5012d25e43d64cd591c">current</a> = null</td></tr>
<tr class="memdesc:a4e0997ac051bd5012d25e43d64cd591c"><td class="mdescLeft">&#160;</td><td class="mdescRight"><a class="el" href="class_u_i_camera.html" title="This script should be attached to each camera that&#39;s used to draw the objects with UI components on t...">UICamera</a> that sent out the event.  <a href="#a4e0997ac051bd5012d25e43d64cd591c">More...</a><br /></td></tr>
<tr class="separator:a4e0997ac051bd5012d25e43d64cd591c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a51244d87d2cc49fd6a36a7ba3adc6c2d"><td class="memItemLeft" align="right" valign="top">static Camera&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a51244d87d2cc49fd6a36a7ba3adc6c2d">currentCamera</a> = null</td></tr>
<tr class="memdesc:a51244d87d2cc49fd6a36a7ba3adc6c2d"><td class="mdescLeft">&#160;</td><td class="mdescRight">Last camera active prior to sending out the event. This will always be the camera that actually sent out the event.  <a href="#a51244d87d2cc49fd6a36a7ba3adc6c2d">More...</a><br /></td></tr>
<tr class="separator:a51244d87d2cc49fd6a36a7ba3adc6c2d"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af74119a3c7f5817d9f6a030990627110"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_u_i_camera.html#a4e5eb0eddff9a963d74c66d97ee4fb4d">ControlScheme</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#af74119a3c7f5817d9f6a030990627110">currentScheme</a> = ControlScheme.Mouse</td></tr>
<tr class="memdesc:af74119a3c7f5817d9f6a030990627110"><td class="mdescLeft">&#160;</td><td class="mdescRight">Current control scheme. Set automatically when events arrive.  <a href="#af74119a3c7f5817d9f6a030990627110">More...</a><br /></td></tr>
<tr class="separator:af74119a3c7f5817d9f6a030990627110"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:aa4c322acf4d2b835f54ed5107016acb4"><td class="memItemLeft" align="right" valign="top">static int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#aa4c322acf4d2b835f54ed5107016acb4">currentTouchID</a> = -1</td></tr>
<tr class="memdesc:aa4c322acf4d2b835f54ed5107016acb4"><td class="mdescLeft">&#160;</td><td class="mdescRight">ID of the touch or mouse operation prior to sending out the event. Mouse ID is '-1' for left, '-2' for right mouse button, '-3' for middle.  <a href="#aa4c322acf4d2b835f54ed5107016acb4">More...</a><br /></td></tr>
<tr class="separator:aa4c322acf4d2b835f54ed5107016acb4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:abd1100b00491a6b9984154f7753d9753"><td class="memItemLeft" align="right" valign="top">static KeyCode&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#abd1100b00491a6b9984154f7753d9753">currentKey</a> = KeyCode.None</td></tr>
<tr class="memdesc:abd1100b00491a6b9984154f7753d9753"><td class="mdescLeft">&#160;</td><td class="mdescRight">Key that triggered the event, if any.  <a href="#abd1100b00491a6b9984154f7753d9753">More...</a><br /></td></tr>
<tr class="separator:abd1100b00491a6b9984154f7753d9753"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad35b49cdf0860229eaca72de7b6ba985"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_u_i_camera_1_1_mouse_or_touch.html">MouseOrTouch</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#ad35b49cdf0860229eaca72de7b6ba985">currentTouch</a> = null</td></tr>
<tr class="memdesc:ad35b49cdf0860229eaca72de7b6ba985"><td class="mdescLeft">&#160;</td><td class="mdescRight">Current touch, set before any event function gets called.  <a href="#ad35b49cdf0860229eaca72de7b6ba985">More...</a><br /></td></tr>
<tr class="separator:ad35b49cdf0860229eaca72de7b6ba985"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a4d742ded3a5266465a0a4b225cca315c"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a4d742ded3a5266465a0a4b225cca315c">inputHasFocus</a> = false</td></tr>
<tr class="memdesc:a4d742ded3a5266465a0a4b225cca315c"><td class="mdescLeft">&#160;</td><td class="mdescRight">Whether an input field currently has focus.  <a href="#a4d742ded3a5266465a0a4b225cca315c">More...</a><br /></td></tr>
<tr class="separator:a4d742ded3a5266465a0a4b225cca315c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a305f92aeebfb74e5196480556ed9be8a"><td class="memItemLeft" align="right" valign="top">static GameObject&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a305f92aeebfb74e5196480556ed9be8a">genericEventHandler</a></td></tr>
<tr class="memdesc:a305f92aeebfb74e5196480556ed9be8a"><td class="mdescLeft">&#160;</td><td class="mdescRight">If set, this game object will receive all events regardless of whether they were handled or not.  <a href="#a305f92aeebfb74e5196480556ed9be8a">More...</a><br /></td></tr>
<tr class="separator:a305f92aeebfb74e5196480556ed9be8a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a75cb3015ddda622ab7460750f3c6fb88"><td class="memItemLeft" align="right" valign="top">static GameObject&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a75cb3015ddda622ab7460750f3c6fb88">fallThrough</a></td></tr>
<tr class="memdesc:a75cb3015ddda622ab7460750f3c6fb88"><td class="mdescLeft">&#160;</td><td class="mdescRight">If events don't get handled, they will be forwarded to this game object.  <a href="#a75cb3015ddda622ab7460750f3c6fb88">More...</a><br /></td></tr>
<tr class="separator:a75cb3015ddda622ab7460750f3c6fb88"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a0c6a80767842293977e1171f3c84f4d4"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_u_i_camera_1_1_mouse_or_touch.html">MouseOrTouch</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a0c6a80767842293977e1171f3c84f4d4">controller</a> = new <a class="el" href="class_u_i_camera_1_1_mouse_or_touch.html">MouseOrTouch</a>()</td></tr>
<tr class="separator:a0c6a80767842293977e1171f3c84f4d4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a2c23aace6f230d1b49c719d1b4d906e6"><td class="memItemLeft" align="right" valign="top">static bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a2c23aace6f230d1b49c719d1b4d906e6">isDragging</a> = false</td></tr>
<tr class="memdesc:a2c23aace6f230d1b49c719d1b4d906e6"><td class="mdescLeft">&#160;</td><td class="mdescRight">Set to 'true' just before OnDrag-related events are sent. No longer needed, but kept for backwards compatibility.  <a href="#a2c23aace6f230d1b49c719d1b4d906e6">More...</a><br /></td></tr>
<tr class="separator:a2c23aace6f230d1b49c719d1b4d906e6"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a160bd9246c107025608f9f19147a64e7"><td class="memItemLeft" align="right" valign="top">static GameObject&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a160bd9246c107025608f9f19147a64e7">hoveredObject</a></td></tr>
<tr class="memdesc:a160bd9246c107025608f9f19147a64e7"><td class="mdescLeft">&#160;</td><td class="mdescRight">The object hit by the last Raycast that was the result of a mouse or touch event.  <a href="#a160bd9246c107025608f9f19147a64e7">More...</a><br /></td></tr>
<tr class="separator:a160bd9246c107025608f9f19147a64e7"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="pro-static-methods"></a>
Static Protected Member Functions</h2></td></tr>
<tr class="memitem:a0e77e45162606fbc2ce1f14dd93c6292"><td class="memItemLeft" align="right" valign="top">static void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a0e77e45162606fbc2ce1f14dd93c6292">SetSelection</a> (GameObject go, <a class="el" href="class_u_i_camera.html#a4e5eb0eddff9a963d74c66d97ee4fb4d">ControlScheme</a> scheme)</td></tr>
<tr class="memdesc:a0e77e45162606fbc2ce1f14dd93c6292"><td class="mdescLeft">&#160;</td><td class="mdescRight">Change the selection.  <a href="#a0e77e45162606fbc2ce1f14dd93c6292">More...</a><br /></td></tr>
<tr class="separator:a0e77e45162606fbc2ce1f14dd93c6292"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table><table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a name="properties"></a>
Properties</h2></td></tr>
<tr class="memitem:a8774235a31517ef324469ba17ba52aec"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a8774235a31517ef324469ba17ba52aec">stickyPress</a><code> [get]</code></td></tr>
<tr class="separator:a8774235a31517ef324469ba17ba52aec"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a471e515fa7b670aa296558f602b740fe"><td class="memItemLeft" align="right" valign="top">static Ray&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a471e515fa7b670aa296558f602b740fe">currentRay</a><code> [get]</code></td></tr>
<tr class="memdesc:a471e515fa7b670aa296558f602b740fe"><td class="mdescLeft">&#160;</td><td class="mdescRight">Ray projected into the screen underneath the current touch.  <a href="#a471e515fa7b670aa296558f602b740fe">More...</a><br /></td></tr>
<tr class="separator:a471e515fa7b670aa296558f602b740fe"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a26ed6d2c8ff236c0280058ad253fa66b"><td class="memItemLeft" align="right" valign="top">Camera&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a26ed6d2c8ff236c0280058ad253fa66b">cachedCamera</a><code> [get]</code></td></tr>
<tr class="memdesc:a26ed6d2c8ff236c0280058ad253fa66b"><td class="mdescLeft">&#160;</td><td class="mdescRight">Caching is always preferable for performance.  <a href="#a26ed6d2c8ff236c0280058ad253fa66b">More...</a><br /></td></tr>
<tr class="separator:a26ed6d2c8ff236c0280058ad253fa66b"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a7484bf1bd9b1cfdb89371436b701bc8a"><td class="memItemLeft" align="right" valign="top">static GameObject&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a7484bf1bd9b1cfdb89371436b701bc8a">selectedObject</a><code> [get, set]</code></td></tr>
<tr class="memdesc:a7484bf1bd9b1cfdb89371436b701bc8a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Option to manually set the selected game object.  <a href="#a7484bf1bd9b1cfdb89371436b701bc8a">More...</a><br /></td></tr>
<tr class="separator:a7484bf1bd9b1cfdb89371436b701bc8a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a00b0285ddd9925ed62b4ed6a3f2fa26f"><td class="memItemLeft" align="right" valign="top">static int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a00b0285ddd9925ed62b4ed6a3f2fa26f">touchCount</a><code> [get]</code></td></tr>
<tr class="memdesc:a00b0285ddd9925ed62b4ed6a3f2fa26f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Number of active touches from all sources.  <a href="#a00b0285ddd9925ed62b4ed6a3f2fa26f">More...</a><br /></td></tr>
<tr class="separator:a00b0285ddd9925ed62b4ed6a3f2fa26f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:addeb630fec98e81edc85c172fa57f495"><td class="memItemLeft" align="right" valign="top">static int&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#addeb630fec98e81edc85c172fa57f495">dragCount</a><code> [get]</code></td></tr>
<tr class="memdesc:addeb630fec98e81edc85c172fa57f495"><td class="mdescLeft">&#160;</td><td class="mdescRight">Number of active drag events from all sources.  <a href="#addeb630fec98e81edc85c172fa57f495">More...</a><br /></td></tr>
<tr class="separator:addeb630fec98e81edc85c172fa57f495"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a113d0219806ce948c76de4dbdb3ed75a"><td class="memItemLeft" align="right" valign="top">static Camera&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a113d0219806ce948c76de4dbdb3ed75a">mainCamera</a><code> [get]</code></td></tr>
<tr class="memdesc:a113d0219806ce948c76de4dbdb3ed75a"><td class="mdescLeft">&#160;</td><td class="mdescRight">Convenience function that returns the main HUD camera.  <a href="#a113d0219806ce948c76de4dbdb3ed75a">More...</a><br /></td></tr>
<tr class="separator:a113d0219806ce948c76de4dbdb3ed75a"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a38c3da5676befdd4b64f86acfb71ad38"><td class="memItemLeft" align="right" valign="top">static <a class="el" href="class_u_i_camera.html">UICamera</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_u_i_camera.html#a38c3da5676befdd4b64f86acfb71ad38">eventHandler</a><code> [get]</code></td></tr>
<tr class="memdesc:a38c3da5676befdd4b64f86acfb71ad38"><td class="mdescLeft">&#160;</td><td class="mdescRight">Event handler for all types of events.  <a href="#a38c3da5676befdd4b64f86acfb71ad38">More...</a><br /></td></tr>
<tr class="separator:a38c3da5676befdd4b64f86acfb71ad38"><td class="memSeparator" colspan="2">&#160;</td></tr>
</table>
<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>This script should be attached to each camera that's used to draw the objects with UI components on them. This may mean only one camera (main camera or your UI camera), or multiple cameras if you happen to have multiple viewports. Failing to attach this script simply means that objects drawn by this camera won't receive UI notifications: </p>
<ul>
<li>OnHover (isOver) is sent when the mouse hovers over a collider or moves away.</li>
<li>OnPress (isDown) is sent when a mouse button gets pressed on the collider.</li>
<li>OnSelect (selected) is sent when a mouse button is first pressed on an object. Repeated presses won't result in an OnSelect(true).</li>
<li>OnClick () is sent when a mouse is pressed and released on the same object. <a class="el" href="class_u_i_camera.html#aa4c322acf4d2b835f54ed5107016acb4" title="ID of the touch or mouse operation prior to sending out the event. Mouse ID is &#39;-1&#39; for left...">UICamera.currentTouchID</a> tells you which button was clicked.</li>
<li>OnDoubleClick () is sent when the click happens twice within a fourth of a second. <a class="el" href="class_u_i_camera.html#aa4c322acf4d2b835f54ed5107016acb4" title="ID of the touch or mouse operation prior to sending out the event. Mouse ID is &#39;-1&#39; for left...">UICamera.currentTouchID</a> tells you which button was clicked.</li>
<li>OnDragStart () is sent to a game object under the touch just before the OnDrag() notifications begin.</li>
<li>OnDrag (delta) is sent to an object that's being dragged.</li>
<li>OnDragOver (draggedObject) is sent to a game object when another object is dragged over its area.</li>
<li>OnDragOut (draggedObject) is sent to a game object when another object is dragged out of its area.</li>
<li>OnDragEnd () is sent to a dragged object when the drag event finishes.</li>
<li>OnTooltip (show) is sent when the mouse hovers over a collider for some time without moving.</li>
<li>OnScroll (float delta) is sent out when the mouse scroll wheel is moved.</li>
<li>OnKey (KeyCode key) is sent when keyboard or controller input is used. </li>
</ul>
</div><h2 class="groupheader">Member Enumeration Documentation</h2>
<a class="anchor" id="ae74dc1c2fd6fdad27cf84c9896b1c3de"></a>
<div class="memitem">
<div class="memproto">
      <table class="memname">
        <tr>
          <td class="memname">enum <a class="el" href="class_u_i_camera.html#ae74dc1c2fd6fdad27cf84c9896b1c3de">UICamera.ClickNotification</a></td>
        </tr>
      </table>
</div><div class="memdoc">

<p>Whether the touch event will be sending out the OnClick notification at the end. </p>
<table class="fieldtable">
<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a class="anchor" id="ae74dc1c2fd6fdad27cf84c9896b1c3dea6adf97f83acf6453d4a6a4b1070f3754"></a>None&#160;</td><td class="fielddoc">
</td></tr>
<tr><td class="fieldname"><a class="anchor" id="ae74dc1c2fd6fdad27cf84c9896b1c3dea68eec46437c384d8dad18d5464ebc35c"></a>Always&#160;</td><td class="fielddoc">
</td></tr>
<tr><td class="fieldname"><a class="anchor" id="ae74dc1c2fd6fdad27cf84c9896b1c3deab5b93717ec5256500560acc81bd504e9"></a>BasedOnDelta&#160;</td><td class="fielddoc">
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          <td class="memname">enum <a class="el" href="class_u_i_camera.html#a4e5eb0eddff9a963d74c66d97ee4fb4d">UICamera.ControlScheme</a></td>
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<table class="fieldtable">
<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a class="anchor" id="a4e5eb0eddff9a963d74c66d97ee4fb4daf2a47c6809d88e175dade0ef7b16aa13"></a>Mouse&#160;</td><td class="fielddoc">
</td></tr>
<tr><td class="fieldname"><a class="anchor" id="a4e5eb0eddff9a963d74c66d97ee4fb4daf0f31c9700c6b10d8a20dc487b2ae6a8"></a>Touch&#160;</td><td class="fielddoc">
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<tr><td class="fieldname"><a class="anchor" id="a4e5eb0eddff9a963d74c66d97ee4fb4da9bbf373797bf7cf7ba62c80023682e25"></a>Controller&#160;</td><td class="fielddoc">
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<p>Camera type controls how raycasts are handled by the <a class="el" href="class_u_i_camera.html" title="This script should be attached to each camera that&#39;s used to draw the objects with UI components on t...">UICamera</a>. </p>
<table class="fieldtable">
<tr><th colspan="2">Enumerator</th></tr><tr><td class="fieldname"><a class="anchor" id="a5886f96759a1295d8d0bd72c816358aea71fac4b3d65e0a59d39b140035cbb1a0"></a>World_3D&#160;</td><td class="fielddoc">
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<tr><td class="fieldname"><a class="anchor" id="a5886f96759a1295d8d0bd72c816358aeafdd63e055646ed281f26e29649a92653"></a>UI_3D&#160;</td><td class="fielddoc">
</td></tr>
<tr><td class="fieldname"><a class="anchor" id="a5886f96759a1295d8d0bd72c816358aea405082415f35e8ef988651c0308b38e3"></a>World_2D&#160;</td><td class="fielddoc">
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<tr><td class="fieldname"><a class="anchor" id="a5886f96759a1295d8d0bd72c816358aea8b95f4e79f5784cc6017a4cf29dfee0f"></a>UI_2D&#160;</td><td class="fielddoc">
</td></tr>
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<h2 class="groupheader">Member Function Documentation</h2>
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          <td class="memname">static <a class="el" href="class_u_i_camera.html">UICamera</a> UICamera.FindCameraForLayer </td>
          <td>(</td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>layer</em></td><td>)</td>
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<p>Find the camera responsible for handling events on objects of the specified layer. </p>

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          <td class="memname">delegate float UICamera.GetAxisFunc </td>
          <td>(</td>
          <td class="paramtype">string&#160;</td>
          <td class="paramname"><em>name</em></td><td>)</td>
          <td></td>
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          <td class="memname">delegate bool UICamera.GetKeyStateFunc </td>
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          <td class="paramtype">KeyCode&#160;</td>
          <td class="paramname"><em>key</em></td><td>)</td>
          <td></td>
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          <td class="memname">static <a class="el" href="class_u_i_camera_1_1_mouse_or_touch.html">MouseOrTouch</a> UICamera.GetMouse </td>
          <td>(</td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>button</em></td><td>)</td>
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<p>Get the details of the specified mouse button. </p>

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          <td class="memname">static <a class="el" href="class_u_i_camera_1_1_mouse_or_touch.html">MouseOrTouch</a> UICamera.GetTouch </td>
          <td>(</td>
          <td class="paramtype">int&#160;</td>
          <td class="paramname"><em>id</em></td><td>)</td>
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<p>Get or create a touch event. </p>

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          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>go</em></td><td>)</td>
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<p>Whether the specified object should be highlighted. </p>

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          <td class="memname">static bool UICamera.IsPressed </td>
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          <td class="paramname"><em>go</em></td><td>)</td>
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<p>Returns 'true' if any of the active touch, mouse or controller is currently holding the specified object. </p>

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          <td class="paramname"><em>go</em>, </td>
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          <td class="paramtype">string&#160;</td>
          <td class="paramname"><em>funcName</em>, </td>
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          <td class="paramkey"></td>
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          <td class="paramtype">object&#160;</td>
          <td class="paramname"><em>obj</em>&#160;</td>
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<p>Generic notification function. Used in place of SendMessage to shorten the code and allow for more than one receiver. </p>

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          <td class="memname">delegate void UICamera.OnCustomInput </td>
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          <td class="memname">delegate void UICamera.OnScreenResize </td>
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<p>Update mouse input. </p>

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<p>Process keyboard and joystick events. </p>

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          <td class="paramname"><em>pressed</em>, </td>
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<p>Process the events of the specified touch. </p>

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          <td class="memname">void UICamera.ProcessTouches </td>
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<p>Update touch-based events. </p>

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          <td class="paramname"><em>inPos</em></td><td>)</td>
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<p>Returns the object under the specified position. </p>

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          <td class="memname">static void UICamera.RemoveTouch </td>
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          <td class="paramname"><em>id</em></td><td>)</td>
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<p>Remove a touch event from the list. </p>

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          <td class="memname">static void UICamera.SetSelection </td>
          <td>(</td>
          <td class="paramtype">GameObject&#160;</td>
          <td class="paramname"><em>go</em>, </td>
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          <td class="paramkey"></td>
          <td></td>
          <td class="paramtype"><a class="el" href="class_u_i_camera.html#a4e5eb0eddff9a963d74c66d97ee4fb4d">ControlScheme</a>&#160;</td>
          <td class="paramname"><em>scheme</em>&#160;</td>
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          <td>)</td>
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<p>Change the selection. </p>

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          <td class="paramname"><em>val</em></td><td>)</td>
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<p>Show or hide the tooltip. </p>

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<h2 class="groupheader">Member Data Documentation</h2>
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<p>Whether multi-touch is allowed. </p>

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          <td class="memname">KeyCode UICamera.cancelKey0 = KeyCode.Escape</td>
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          <td class="memname"><a class="el" href="class_u_i_camera_1_1_mouse_or_touch.html">MouseOrTouch</a> UICamera.controller = new <a class="el" href="class_u_i_camera_1_1_mouse_or_touch.html">MouseOrTouch</a>()</td>
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</div><div class="memdoc">

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          <td class="memname"><a class="el" href="class_u_i_camera.html">UICamera</a> UICamera.current = null</td>
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<p><a class="el" href="class_u_i_camera.html" title="This script should be attached to each camera that&#39;s used to draw the objects with UI components on t...">UICamera</a> that sent out the event. </p>

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<p>Last camera active prior to sending out the event. This will always be the camera that actually sent out the event. </p>

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<p>Key that triggered the event, if any. </p>

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          <td class="memname"><a class="el" href="class_u_i_camera.html#a4e5eb0eddff9a963d74c66d97ee4fb4d">ControlScheme</a> UICamera.currentScheme = ControlScheme.Mouse</td>
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<p>Current control scheme. Set automatically when events arrive. </p>

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<p>Current touch, set before any event function gets called. </p>

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<p>ID of the touch or mouse operation prior to sending out the event. Mouse ID is '-1' for left, '-2' for right mouse button, '-3' for middle. </p>

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<p>If 'true', currently hovered object will be shown in the top left corner. </p>

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<p>Which layers will receive events. </p>

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<p>Event type &ndash; use "UI" for your user interfaces, and "World" for your game camera. This setting changes how raycasts are handled. Raycasts have to be more complicated for UI cameras. </p>

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<p>If events don't get handled, they will be forwarded to this game object. </p>

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<p>If set, this game object will receive all events regardless of whether they were handled or not. </p>

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<p>GetAxis function &ndash; return the state of the specified axis. </p>

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<p>GetKey function &ndash; return whether the specified key is currently held. </p>

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<p>GetKeyDown function &ndash; return whether the specified key was pressed this Update(). </p>

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<p>GetKeyDown function &ndash; return whether the specified key was released this Update(). </p>

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<p>Name of the axis used to send left and right key events. </p>

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<p>The object hit by the last Raycast that was the result of a mouse or touch event. </p>

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<p>Whether an input field currently has focus. </p>

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<p>Set to 'true' just before OnDrag-related events are sent. No longer needed, but kept for backwards compatibility. </p>

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<p>Last raycast hit prior to sending out the event. This is useful if you want detailed information about what was actually hit in your OnClick, OnHover, and other event functions. Note that this is not going to be valid if you're using 2D colliders. </p>

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<p>Position of the last touch (or mouse) event. </p>

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<p>Position of the last touch (or mouse) event in the world. </p>

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<p>List of all active cameras in the scene. </p>

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<p>How far the mouse is allowed to move in pixels before it's no longer considered for click events, if the click notification is based on delta. </p>

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<p>How much the mouse has to be moved after pressing a button before it starts to send out drag events. </p>

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<p>Custom input processing logic, if desired. For example: WP7 touches. Use <a class="el" href="class_u_i_camera.html#a4e0997ac051bd5012d25e43d64cd591c" title="UICamera that sent out the event. ">UICamera.current</a> to get the current camera. </p>

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<p>Delegate triggered when the screen size changes for any reason. Subscribe to it if you don't want to compare Screen.width and Screen.height each frame. </p>

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<p>Raycast range distance. By default it's as far as the camera can see. </p>

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<p>Name of the axis used for scrolling. </p>

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<p>Whether tooltips will be shown or not. </p>

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<p>Whether the tooltip will disappear as soon as the mouse moves (false) or only if the mouse moves outside of the widget's area (true). </p>

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<p>Various keys used by the camera. </p>

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<p>How long of a delay to expect before showing the tooltip. </p>

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<p>How far the touch is allowed to move in pixels before it's no longer considered for click events, if the click notification is based on delta. </p>

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<p>How much the mouse has to be moved after pressing a button before it starts to send out drag events. </p>

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<p>Whether the joystick and controller events will be processed. </p>

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<p>Whether the keyboard events will be processed. </p>

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<p>Whether the mouse input is used. </p>

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<p>Whether the touch-based input is used. </p>

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<p>Name of the axis used to send up and down key events. </p>

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<h2 class="groupheader">Property Documentation</h2>
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<p>Caching is always preferable for performance. </p>

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<p>Ray projected into the screen underneath the current touch. </p>

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<p>Number of active drag events from all sources. </p>

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<p>Event handler for all types of events. </p>

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<p>Convenience function that returns the main HUD camera. </p>

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<p>Option to manually set the selected game object. </p>

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<p>Number of active touches from all sources. </p>

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<hr/>The documentation for this class was generated from the following file:<ul>
<li>D:/Projects/NGUI/Assets/NGUI/Scripts/UI/<a class="el" href="_u_i_camera_8cs.html">UICamera.cs</a></li>
</ul>
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  <ul>
    <li class="navelem"><a class="el" href="class_u_i_camera.html">UICamera</a></li>
    <li class="footer">Generated on Sat Sep 13 2014 05:29:18 for NGUI: Next-Gen UI kit by
    <a href="http://www.doxygen.org/index.html">
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